εχουμε κανενα νεο γιαυτο το παιχνιδι? κατι διαβασα οτι ακυρωθηκε η κυκλοφορια του ισχυει αυτο?
εχουμε κανενα νεο γιαυτο το παιχνιδι? κατι διαβασα οτι ακυρωθηκε η κυκλοφορια του ισχυει αυτο?
απλα θυμαμαι απο μια γνωστη σελιδα που ελεγε οταν πρωτοκυκλοφορησε το little big planet πως η εταιρεια εργαζεται ειδη για το 2ο μερος του παιχνιδιου και οταν ειχε βγει αυτη η ανακοινωση δεν ειχανε περασει ουτε 5-6 μερες απο την κυκλοφορια του...
και τωρα που τσεκαρα παλι στην ιδια σελιδα γραφει "little big planet 2 is cancelled!"
Tι παραπάνω μπορεί να έχει το LBP 2 ? ¶λλο story ? Ας βγάλουν DLC. ¶λλα items ? Ας βγάλουν DLC. ¶λλους χαρακτήρες ? Ας βγάλουν DLC.
Δεν νομίζω να υπάρχει περιθώριο για καμία τρανταχτή διαφορά.
"Some people believe football is a matter of life and death, I am very disappointed with that attitude. I can assure you it is much, much more important than that."
Bill Shankly
θα μπορουσαν να βαλουν παραπανω δυνατοτητες (να σπας τοιχους, να εχεις οπλα να σκοτωνεις εχθρους) και γενικα αν θελανε αλλαζανε πολλα πραγματα... αλλα βιαστηκαν και τα βγαλανε ολα σε dlc (πχ νερο, εκσαρτηματα, στολες κλπ...)
εν τέλει μάλλον θα βγεί little big planet 2
http://kotaku.com/5519327/littlebigp...ectronic-music
ελπίζω μόνο να αξίζει την κυκλοφορία του, και να μην είναι αρπαχτή, και ότι έχουμε αγοράσει από το 1 (κοστούμια materials και stickers κυρίως γιατί φαντάζομαι το paint gun και το νερό θα το βάλουν έτσι και αλλιώς στο παιχνίδι) να είναι compatible και με το 2
LittleBigPlanet 2 Unofficially Revealed http://tinyurl.com/y25c3hn
Βασικα εχει αναπτυχθει παρα πολυ το ενα και αν βγαλουν το δυο θα με χαλασει λιγο..
Spoiler!
Every man is guilty of all the good he did not do!
Φαινεται οτι εχουμε σημαντικα νεα για το LBP2.Το οποιο ουσιαστικα επιβεβαιωνεται οτι ειναι σε αναπτυξη στο νεο τευχος του Game Informer(Ιουνιου)
All right, thanks to Crisis, we've got the following MINDBLOWING info:
Also,Okay. Here we go:
LittleBigPlanet 2 Game Informer June 2010 Issue Information
Context about the first LittleBigPlanet
- The first LBP was never intended to be a simple platforming game
- Over 2 million levels available online
- About 56,000 new levels per week on average
LittleBigPlanet 2 Information Starts Here:
- LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won't need to be "hidden behind the curtain" when you make games with LBP2.
- There is a new super-important creator tool called "direct control seats"
- (from previous point) In LBP1, lots of people made rudimentary "hold R1 to accelerate" vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game's stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
- Direct control seat's control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
- Example of the previous was Yoshi's Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There's the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time
- Here is a list of levels and summaries so far:
Spoiler!
- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you're watching or playing the level.
Originally Posted by Crisis
Επισης...
LittleBigPlanet 2 set for 2010 release
http://www.examiner.com/examiner/x-1...r-2010-release
Τοσο συντομα?Δεν μας εχει συνηθiσει σε τετοια η sony.Για να δουμε...
Σαν πάρα πολλά μου φαίνονται για να βγει το 2010, εκτός κι αν ήταν σε ανάπτυξη και το ανακοίνωσαν τώρα. Τι να πω, ενδιαφέρον φαίνεται. Πιο πολύ εντύπωση μου έκανε σε ένα σημείο που λέει ότι ένας developer έκανε πανομοιότυπο παιχνίδι στο LBP 2 με το command and conquer. :WTF:
"Some people believe football is a matter of life and death, I am very disappointed with that attitude. I can assure you it is much, much more important than that."
Bill Shankly
E σιγουρα ηταν σε αναπτυξη πολυ πριν την αγορα της MM απο την sony.Πιθανοτατα απο τοτε που βγηκε το πρωτο.
Παρα πολυ ενδιαφερον read.Ομολογω πως πριν απο αυτο,πιστευα οτι δεν υπαρχει λογος για LBP2 εκτος αν θα ηταν 3d(αν και το ευχομουν πολυ) μιας και θα μπορουσαν μεσω patch να συνεχιζουν να προσθετουν.
Παρολα αυτα αν οντως οσα εγραψαν στο αρθρο ισχυουν τοτε μιλαμε για τεραστιες αλλαγες,απο την δυνατοτητα τελειως νεων παιχνιδιων που ηταν αδυνατο ή παρα πολυ δυσκολο να φτιαχτουν στο 1ο (RPG?Omg βαλτε με ηδη μεσα!Strategy αλα C&C?Mind blown!) μεχρι και την δυνατοτητα να καθοριζεις το floating του jump(τερμα πλεον το floating jump του 1ου μερους που ηταν κακιστο για platforming αλα χρησιμο για Yoshi's island type levels ) και περισσοτερα Αι options ωστε να γινονται πιο "ζωντανοι" οι εχθροι!
Α και grappling hook και puzzle creation? :3
Το μονο που λειπει τωρα ειναι PS move support.Θα διευκολυνει παρα πολυ το lvl creation που ειναι χρονοβορο και δυσκολοτερο με το dualshock.
GJ Media molecure.
Επιβεβαιωση απο την Media_Molecule.
http://twitter.com/Media_Molecule/statuses/13597069280It's all true! We're excited to say that we are making LittleBigPlanet 2 - Full mega details on Monday
Ειναι πραγματικα το καλυτερο παιχνιδι στο PS3! Δεν το βαριεσαι καθολου. Το 2 φανταζομαι
θα μας δωσει οτι αγαπησαμε απο το πρωτο + ενα σωρο αλλα μικροπραγματα. Ελπιζω σε
περισσοτερη ποικιλια στο gameplay..!
Spoiler!
Every man is guilty of all the good he did not do!
Επιτελους,ενας που συμφωνει.
Εγω βσκ,επειδη τους εχω εμπιστοσυνη,το μονο που ευχομαι ειναι να ασχοληθουμε σε αυτο το φορουμ λιγο περισσοτερο με το παιχνιδι και κυριως οσον αφορα την δημιουργια πιστων.Ελπιζω να μην μεινουμε και αυτη τη φορα σε threads του τυπου ''δημιουργια πιστων για ευκολα τροπαια'' κτλ.
Φυσικα δεν περιμενω να αρχισουν ολοι να φτιαχνουν πιστες,αλλα θα ηθελα περισσοτερη συμμετοχη στο create.
Δεν ξέρω αν έχουνε αναφερθεί αλλά βγήκαν κάποια στοιχεία για το LBP2 στο Neogaf (τώρα αν ισχύουν 100% δεν ξέρω)
• LBP 2 has less of a focus on platforming altogether and itΆs more of a platform to actually create games with.
• There is an all-new level creator and it is not just a tool to create platform games.
• As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
• A player can even customize a HUD. The example given is a health bar for a fighting game.
• A Media Molecule developer has created a fully-functioning Command & Conquer Clone
• Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy wonΆt need to be “hidden behind the curtain” when you make games with LBP2.
• There is a new super-important creator tool called “direct control seats”
• (from previous point) In LBP1, lots of people made rudimentary “hold R1 to accelerate” vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
• Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
• You are no longer limited to the gameΆs stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
• Direct control seatΆs control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
• Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
• Example of the previous was YoshiΆs Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
• There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, heΆs mentioned by name)
• Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
• Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
• Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
• A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
• There are now movie editing options as well.
• Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages.
• There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
• If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
• For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
• Sackbots can be drastically increased or decreased in physical size.
• Sackbots can be controlled by direct control seats as well.
• There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
• Media Molecule says explicitly there are multiple more gadgets coming.
• All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
• There is a major overhaul to the story level as well. ThereΆs the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
• Storyline is not country-based like last time, but is based in periods of time
• Here is a list of levels and summaries so far:
• Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level
• Steam & Cake: Steampunk-style level based on a messed-up tea and cake party
• Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.
• Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures
• Designer Organic: Eco-architecture comes together around a designed and controlled version of nature. Described as “art noveau”. The closest to nature Sackboy gets in this game. Elaborate designs comprised of plants.
• Hand-Made Arcade: A super-tribute level to tons of arcade classics. Embraces the hand-made art from the first game. Pixels made of cardboard and wood.
• Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
• Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether youΆre watching or playing the level.
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